Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
See Mechanical Arsenal .
Can't do that, elemental damage always scale with their respective magic schools, and even if I could I wouldn't. I won't deny extra damage to players wanting to specialize in one element.
As for cheat chests, given than the crafting requirements is what contributes to the balance of the mod, so that you don't have everything too strong right away, without locking everything behind higher levels, I won't add one.
Otherwise, I don't have that issue, and I'm subscribed to my own mod, so I'm not using a specific local version. Waiting for more feedback on the matter.